Okay, someone helped me to solve achieve this.
I basically used the same solution as the one with HLSLMaterialTranslator, but instead of modifying compiler, I changed the way renderer passes time related parameters to shaders.
SceneRenderer.cpp, line: around 900. Lines I played with:
FrameUniformShaderParameters.GameTime = Family->CurrentWorldTime;
FrameUniformShaderParameters.RealTime = Family->CurrentRealTime;